var t = require;
var e = module;
var o = exports;
var i, n = this && this.__extends || (i = function(t, e) {
    return (i = Object.setPrototypeOf || {
        __proto__: []
    }
    instanceof Array &&
    function(t, e) {
        t.__proto__ = e
    } ||
    function(t, e) {
        for (var o in e) Object.prototype.hasOwnProperty.call(e, o) && (t[o] = e[o])
    })(t, e)
},
function(t, e) {
    function o() {
        this.constructor = t
    }
    i(t, e),
    t.prototype = null === e ? Object.create(e) : (o.prototype = e.prototype, new o)
}),
a = this && this.__decorate ||
function(t, e, o, i) {
    var n, a = arguments.length,
    r = a < 3 ? e: null === i ? i = Object.getOwnPropertyDescriptor(e, o) : i;
    if ("object" == typeof Reflect && "function" == typeof Reflect.decorate) r = Reflect.decorate(t, e, o, i);
    else for (var s = t.length - 1; s >= 0; s--)(n = t[s]) && (r = (a < 3 ? n(r) : a > 3 ? n(e, o, r) : n(e, o)) || r);
    return a > 3 && r && Object.defineProperty(e, o, r),
    r
};
Object.defineProperty(o, "__esModule", {
    value: !0
});
var r = t("GameConstant"),
s = t("GameLogic"),
l = cc._decorator,
c = l.ccclass,
d = (l.property,
function(t) {
    function e() {
        var e = null !== t && t.apply(this, arguments) || this;
        return e._gameLogic = new s.GameLogic,
        e._gameControl = null,
        e.bCollider = !1,
        e.bLBodyCollider = !1,
        e.bLWheel0Collider = !1,
        e.bLWheel1Collider = !1,
        e.bRBodyCollider = !1,
        e.bRWheel0Collider = !1,
        e.bRWheel1Collider = !1,
        e
    }
    return n(e, t),
    e.prototype.init = function(t) {
        this._gameControl = t
    },
    e.prototype.onGameStart = function() {
        this.resetData(),
        this.bCollider = !0
    },
    e.prototype.onGameOver = function() {
        this.bCollider = !1,
        this.resetData()
    },
    e.prototype.onGameBoutStart = function() {
        this.resetData(),
        this.bCollider = !0
    },
    e.prototype.onGameBoutOver = function() {
        this.resetData(),
        this.bCollider = !1
    },
    e.prototype.resetData = function() {
        this.bLBodyCollider = !1,
        this.bLWheel0Collider = !1,
        this.bLWheel1Collider = !1,
        this.bRBodyCollider = !1,
        this.bRWheel0Collider = !1,
        this.bRWheel1Collider = !1,
        this._gameControl.setCanTouchBtn(r.Collide_Car_Tag.Left, !1),
        this._gameControl.setCanTouchBtn(r.Collide_Car_Tag.Right, !1)
    },
    e.prototype.onBeginContact = function(t, e, o) {
        if (this.bCollider) {
            var i = this._gameLogic.getColliderCarTag(o.tag);
            if (o.node.group == r.Collide_Group_Car.body) this.onEnterCarBody(i);
            else if (o.node.group == r.Collide_Group_Car.wheel) {
                var n = this._gameLogic.getColliderWheelTag(o.tag);
                this.onEnterCarWheel(i, n)
            }
        }
    },
    e.prototype.onEnterCarBody = function(t) {
        r.Collide_Car_Tag.Left == t ? this.bLBodyCollider = !0 : r.Collide_Car_Tag.Right == t && (this.bRBodyCollider = !0),
        this.isCarEnterLand(t)
    },
    e.prototype.onEnterCarWheel = function(t, e) {
        r.Collide_Car_Tag.Left == t ? r.Physics_Body_Tag.Wheel0 == e ? this.bLWheel0Collider = !0 : r.Physics_Body_Tag.Wheel1 == e && (this.bLWheel1Collider = !0) : r.Collide_Car_Tag.Right == t && (r.Physics_Body_Tag.Wheel0 == e ? this.bRWheel0Collider = !0 : r.Physics_Body_Tag.Wheel1 == e && (this.bRWheel1Collider = !0)),
        this.isCarEnterLand(t)
    },
    e.prototype.onExitCarBody = function(t) {
        r.Collide_Car_Tag.Left == t ? this.bLBodyCollider = !1 : r.Collide_Car_Tag.Right == t && (this.bRBodyCollider = !1),
        this.isCarExitLand(t)
    },
    e.prototype.onExitCarWheel = function(t, e) {
        r.Collide_Car_Tag.Left == t ? r.Physics_Body_Tag.Wheel0 == e ? this.bLWheel0Collider = !1 : r.Physics_Body_Tag.Wheel1 == e && (this.bLWheel1Collider = !1) : r.Collide_Car_Tag.Right == t && (r.Physics_Body_Tag.Wheel0 == e ? this.bRWheel0Collider = !1 : r.Physics_Body_Tag.Wheel1 == e && (this.bRWheel1Collider = !1)),
        this.isCarExitLand(t)
    },
    e.prototype.isCarEnterLand = function(t) {
        r.Collide_Car_Tag.Left == t ? (this.bLBodyCollider || this.bLWheel0Collider || this.bLWheel1Collider) && this._gameControl.setCanTouchBtn(t, !0) : r.Collide_Car_Tag.Right == t && (this.bRBodyCollider || this.bRWheel0Collider || this.bRWheel1Collider) && this._gameControl.setCanTouchBtn(t, !0)
    },
    e.prototype.isCarExitLand = function(t) {
        r.Collide_Car_Tag.Left == t ? this.bLBodyCollider || this.bLWheel0Collider || this.bLWheel1Collider || this._gameControl.setCanTouchBtn(t, !1) : r.Collide_Car_Tag.Right == t && (this.bRBodyCollider || this.bRWheel0Collider || this.bRWheel1Collider || this._gameControl.setCanTouchBtn(t, !1))
    },
    a([c], e)
} (cc.Component));
o.default = d